Rally Rush
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Namespace List
Here is a list of all namespaces with brief descriptions:
[detail level 12]
 Ngodot
 CBeaconPowerupArea3D that inverts the attack classes of any turret object that it comes into contact with. Resets effects when it is destroyed
 CBeamArea3D with a MeshInstance3D that resizes itself based on a from and to position and damages any objects that enter it. Requires a child collision shape and mesh instance. Both with Capsule primitive shapes
 CCarPhysicsSubclass Sandbox for car physics. Uses _integrate_forces and local_velocity to abstract the behaviour of a physical car
 CCarPlayerSandboxed subclass of CarPhysics
 CDamageAreaCollision area that damages nodes of the given types when entered
 CDroneAn enemy drone, moves around using navigation. Model is expected to float well above the transform origin
 CEndScreenThe game-over screen, used both when the player has won and lost the game
 CEnemyCarThe enemy car, inherits CarPhysics subclass sandbox and uses a NavigationAgent3D to direct it
 CEnemySpawnpointChild node to Spawner denoting a place where a car, drone or key can be spawned
 CEnemyTargetBodyCollider signifying which part of an enemy can be targeted. Used only for drones because their "real" position is on the ground below where the "drone" is flying
 CExitDoorListener for the all_keys_found Observer. Plays the "open" animation when the observer is broadcast
 CExitTriggerArea3D that notifies the RallyRushGameMode that the player has exited the game when hit by the CarPlayer. Only if the player has found exactly 3 keys
 CGameUIThe in-game HUD
 CKeyPickupArea3D that notifies the RallyRushGameMode and destroys itself when the player enters it
 CMenuUIThe main menu UI parent
 CRallyRushGameModeGame mode for Rally Rush. Mainly serves as a scorekeeper and patchbay for Observers. Inherits from GameMode so it can be referenced by a level and managed by the GameRoot3D
 CShieldPowerupObject for the player's "shield" powerup. Collision area that destroys all cars that hit it
 CSpawnerSingleton managing enemy and key spawning. Spawns a single enemy at an interval, selecting drone or car based on which is required or taking turns if both. Spawns three keys at the start of the game
 CTurretGeneric turret class with the ability to target any type of node as configured. Used for both the player's roof turret pickup and the enemy turrets
 CWeaponPickupItem box that can be found around the map. Triggers a pickup on the player when hit